if your goal is to be aware of things and not be surprised, just combat sense is fine.
if your gaol is to be able to react first, you need to be able to spot the danger and to react quickly.
For spotting the trouble, you can go several ways, buy a lot of spot and listen, buy the scent feat and buy super-senses. This ought to give you enough of an awareness roll to make spotting damager an auto thing.
For reacting first, for 2 pp per rank you can flaw down super-dex to just be "adds to initiative." As an extra this drops to 1 pp/rank. This, coupled with improved init and good dex ought to give you an init bonus that will practically guarantee never going anything but firat.
Then, if you are paranoid, buy some combat sense, just in case.
Honestly it could be built like this...
Spider-sense
Super-Senses +10 (2 pp/rank)
Extra: Super-dex+10 (two flaws: init only)
Extra: Combat sense+10
Total cost 40 pp for level 10
Add feat: improved init takes it to 42.
if your gaol is to be able to react first, you need to be able to spot the danger and to react quickly.
For spotting the trouble, you can go several ways, buy a lot of spot and listen, buy the scent feat and buy super-senses. This ought to give you enough of an awareness roll to make spotting damager an auto thing.
For reacting first, for 2 pp per rank you can flaw down super-dex to just be "adds to initiative." As an extra this drops to 1 pp/rank. This, coupled with improved init and good dex ought to give you an init bonus that will practically guarantee never going anything but firat.
Then, if you are paranoid, buy some combat sense, just in case.
Honestly it could be built like this...
Spider-sense
Super-Senses +10 (2 pp/rank)
Extra: Super-dex+10 (two flaws: init only)
Extra: Combat sense+10
Total cost 40 pp for level 10
Add feat: improved init takes it to 42.